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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 3833599" data-attributes="member: 4441"><p><strong>Caramip Raulnor</strong></p><p><strong>Female gnome wu jen 3</strong></p><p><strong>Alignment:</strong> True Neutral</p><p><strong>Deity:</strong> None</p><p><strong>Region:</strong> </p><p><strong>Height:</strong> 2' 11''</p><p><strong>Weight:</strong> 37lbs</p><p><strong>Hair:</strong> Rusty Brown</p><p><strong>Eyes:</strong> Dark Blue</p><p><strong>Skin:</strong> Tanned</p><p><strong>Age:</strong> 71</p><p></p><p><strong>Str:</strong> 8 (-1) [2 points, -2 racial]</p><p><strong>Dex:</strong> 14 (+2) [6 points]</p><p><strong>Con:</strong> 14 (+2) [4 points, +2 racial]</p><p><strong>Int:</strong> 16 (+3) [10 points]</p><p><strong>Wis:</strong> 12 (+1) [4 points]</p><p><strong>Cha:</strong> 14 (+2) [6 points]</p><p></p><p><strong>Class and Racial Abilities:</strong> +2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +4 bonus to saves vs. illusions, +1 to DC of illusions, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities (<em>speak with animals </em>(burrowing mammals) 3/day, <em>dancing lights, ghost sound,</em> and <em>prestidigitation</em> 3/day, DC: 13, 14 for <em>ghost sound</em>). Proficient with all simple weapons. Arcane spells, watchful spirit (reroll initiative 1/day), bonus metamagic feat (Sudden Extend), spell secret (Extended <em>scales of the lizard</em>), taboo (cannot cut her hair). Can cast <em>arcane mark, message</em> and <em>comprehend langauges</em> 1/day each due to Communicator feat.</p><p></p><p><strong>Hit Dice:</strong> 3d4+6 </p><p><strong>HP:</strong> 16</p><p><strong>AC:</strong> 12 (+2 Dex, +0 armor) [Touch 12, Flat-footed 10] </p><p><strong>Init:</strong> +2 (+2 Dex)</p><p><strong>Speed:</strong> 20ft</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +4 [+1 base, +2 Con, +1 vest]</p><p>Reflex +4 [+1 base, +2 Dex +1 vest]</p><p>Will +5 [+3 base, +1 Wis +1 vest]</p><p></p><p><strong>BAB/Grapple:</strong> +1/-4</p><p>Melee Atk: -2 (1d4-1/19-20/x2/S, dagger), or -2 (1d4-1/x2/B, quarterstaff)</p><p>Ranged Atk: +3 (1d4-1/19-20/x2, P, dagger)</p><p></p><p><strong>Skills:</strong></p><p>Bluff +1 (0 ranks, +2 Cha, -1 Honest)</p><p>Concentration +2 (0 ranks, +2 Con)</p><p>Diplomacy +4 (0 ranks, +2 Cha, +2 Polite and Honest)</p><p>Intimidate +0 (0 ranks, +2 Cha, -2 Polite)</p><p>Knowledge (arcana) +8 (5 ranks, +3 Int)</p><p>Knowledge (history) +8 (5 ranks, +3 Int)</p><p>Knowledge (local) +8 (5 ranks, +3 Int)</p><p>Knowledge (nature) +8 (5 ranks, +3 Int)</p><p>Knowledge (religion) +8 (5 ranks, +3 Int)</p><p>Listen +3 (0 ranks, +1 Wis, +2 Alertness from familiar)</p><p>Sense Motive +0 (0 ranks, +1 Wis, -1 Honest)</p><p>Spellcraft +10 (5 ranks, +3 Int, +2 synergy)</p><p>Spot +3 (0 ranks, +1 Wis, +2 Alertness from familiar)</p><p></p><p><strong>Feats:</strong></p><p>Eschew Materials (flaw bonus)</p><p>Communicator [ComArc] (flaw bonus)</p><p>Sudden Extend [ComArc] (1st level)</p><p>Obtain Familiar [ComArc] (3rd level)</p><p></p><p><strong>Flaws</strong></p><p>Noncombatant (-2 to all melee attack rolls)</p><p>Murky-Eyed (double chance to miss due to concealment)</p><p></p><p><strong>Traits</strong></p><p>Honest (+1 to Diplomacy, -1 to Bluff and Sense Motive)</p><p>Polite (+1 to Diplomacy, -2 to Intimidate)</p><p></p><p><strong>Languages:</strong> Common, Gnome, Draconic, Elven, Dwarven</p><p></p><p><strong>Spells</strong> [Non-Combat]</p><p>0th - <em>detect magic x2, read magic, open/close</em></p><p>1st - <em>animate wood, secret signs, unseen servant</em></p><p>2nd - <em>ice knife x2</em></p><p></p><p><strong>Spells</strong> [Combat]</p><p>0th - <em>detect magic x2, mage hand x2</em></p><p>1st - <em>animate water, animate wood, Extended scales of the lizard</em></p><p>2nd - <em>animate fire, ice knife</em></p><p></p><p><strong>Spellbook</strong></p><p>0th – <em>arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance</em></p><p>1st – <em>animate water [ComArc], animate wood [ComArc], comprehend languages, hail of stone [ComArc], iron scarf [ComArc], scales of the lizard [ComArc], secret signs [ComArc], unseen servant</em></p><p>2nd – <em>animate fire [ComArc], ice knife [ComArc]</em></p><p></p><p><strong>Quork</strong> - Raven familiar </p><p>Tiny magical beast</p><p><strong>Hit Die:</strong> 1d8 (8 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 10 ft., fly 40 ft. (average)</p><p><strong>Armor Class:</strong> 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14</p><p><strong>Attack:</strong> Claws +4 melee (1d2-5)</p><p><strong>Full Attack:</strong> Claws +4 melee (1d2-5)</p><p><strong>Space/Reach:</strong> 2-1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> - </p><p><strong>Special Qualities:</strong> Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +5</p><p><strong>Abilities:</strong> Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6</p><p><strong>Skills:</strong> Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Listen +3, Spellcraft +6, Spot +5</p><p><strong>Feats:</strong> Weapon Finesse</p><p></p><p>Quork is a glossy black raven that Caramip befriended two years ago. He speaks Common and has a wicked sense of humor and sarcasm.</p><p></p><p><u><strong>Equipment</strong></u></p><p>Spellbook - series of carved and inked wooden and ivory sticks bound together with a web of knotted multicolored silk cords - <em>minor resistant to energy</em> [ComArc]- 1,120gp (5 lbs) </p><p>Dagger – 2gp (1/2 lb)</p><p>Quarterstaff - 0gp (2 lbs)</p><p>Belt pouch 1gp - (1/8 lb)</p><p>Traveler’s outfit (Free) </p><p>Signet ring - 5gp</p><p>Wand of <em>magic missle</em> (1st level) - 750gp</p><p>Wand of <em>burning hands</em> - 750gp</p><p><em>Pearl of Power</em> (1st level spell) - 1,000gp</p><p><em>Vest of resistance +1</em> - 1,000gp</p><p>Pony, bit and bridle, riding saddle, saddlebags - 46gp</p><p>Backpack – 2gp (1/2 lb)</p><p>~<em>Everburning torch</em> - 110gp (1 lb)</p><p>~4 potions of <em>cure light wounds</em> - 200gp</p><p>~Explorer’s outfit - 10gp (2 lbs)</p><p>~Courtier's outfit with jewelry - 80gp (1-1/2 lbs)</p><p>~Bedroll - 5sp (1-1/4 lbs)</p><p>~Waterskin - 1gp (1 lb)</p><p>~Trail rations (10 days worth) - 5gp (2-1/2 lbs)</p><p>~Hair-care kit (combs, brushes, pins, etc.) - 10gp (4 lbs)</p><p></p><p></p><p><strong>Money</strong></p><p>307gp, 5sp</p><p></p><p><strong>Carrying Capacity</strong></p><p>Light - 19.5 or less, Medium 39.75 or less, Heavy 60 or less</p><p>Current weight - 26.875lbs, Medium load. But with backpack and all other items marked with ~ on pony, current load is 12.925 lbs, including 5 lbs of hair, a Light load. </p><p>~~~~~</p><p></p><p><strong>Appearance:</strong> Caramip presents an odd picture at first glance. Though a gnome of slight height and slender build, she gives the impression that she's far taller than that because of her hair. Wooden and ivory sticks along with silk cord hold what must be a good ten feet or more of hair piled atop her head in an elaborate spiralling pyramid that makes her appear twice or more as tall as she actually is. She walks particularly carefully, centering her weight over her feet, as obviously it's a heavy burden to bear. Other than that, she wears simple robes and leathers of rich red and golden yellow, embroidered with small letters in various languages. She sometimes carries a staff over her shoulders to allow her raven familiar to ride upon.</p><p></p><p><strong>Personality:</strong> Caramip is ever questioning everyone she comes across as to what they are, how they are, who they are, why they are, where they are, how the got there, how they're going to get back, if they know where they're going next and why they're going to do it, and a thousand things other besides. What exactly she does with all this information is a mystery. Though inquisitive, she's not always patient. And her questions get sharper when she finds someone despoiling what they shouldn't.</p><p></p><p><strong>Background:</strong> Caramip was found speaking to stones at a young age. Young gnomes often speak to quite a few things, considering all gnomes can talk with burrowing creatures, but very few can have the stones speak back. Taking this as a sign, Caramip's parents took her to the Elementalists to be tested. It was quickly agreed that she had an aptitude for the magic, though when asked, Caramip said, "Well, <em>I</em> could have told you that!"</p><p></p><p>Working to bring life to the inanimate, she soon found her spells centering on raising the world around her. The spirits spoke to her as she worked, channeling the power of fire and earth, and told her as a sign of her devotion, she was never to cut her hair. Obedient to the spirits as she was to few others, she obeyed.</p><p></p><p>Instead of taking a spellbook of paper and leather, she instead began to scribe and carve her spells onto her hair sticks. To study her spells in the morning, Caramip combs out her lengthy hair and twins the locks around her spell sticks, piling it eventually into her hair tower. Her raven familiar Quork has been known to nest in the center of it when she lets him. She also has a tendency to stick things in her hair and forget about them, sometimes leading to surprising discoveries.</p><p></p><p>Oddities aside, she is seeking further and further ways to allow the elements to speak for themselves, whether that be in battle or in words. </p><p></p><p>She favors unusual spells, unusual words, and unusual solutions. She considers herself a troubleshooter for strange problems, and isn't shy about applying the quirky to the mundane. </p><p></p><p>"If people can't understand the way I know nature works, that's not my problem." Just because she's interested in what people say, doesn't necessarily mean she'll take everyone's advice to heart. She can be terribly stubborn when it comes right down to it. She likes knowing everything, but sometimes she can bit a bit short-sighted when it comes down to doing something with it. </p><p></p><p><em>Stats for various animated creatures created by spells</em> [sblock]<u><strong>Animated Wood</strong></u></p><p><em>Small Construct</em></p><p><strong>Hit Dice:</strong> 1d10+10 (15 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels</p><p><strong>Armor Class:</strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/–4</p><p><strong>Attack:</strong> Slam +1 melee (1d4)</p><p><strong>Full Attack:</strong> Slam +1 melee (1d4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> </p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., low-light vision, hardness 5</p><p><strong>Saves:</strong> Fort +0, Ref +1, Will –5</p><p><strong>Abilities:</strong> Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1</p><p></p><p>---------------------------------</p><p></p><p><u><strong>Animated Water</strong></u></p><p> <em>Small Construct</em></p><p><strong>Hit Dice:</strong> 1d10+10 (30 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/–4</p><p><strong>Attack:</strong> Slam +1 melee (1d4)</p><p><strong>Full Attack:</strong> Slam +1 melee (1d4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> </p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., low-light vision, double hit points</p><p><strong>Saves:</strong> Fort +0, Ref +1, Will –5</p><p><strong>Abilities:</strong> Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1</p><p></p><p>--------------------------------</p><p></p><p><u><strong>Animated Fire</strong></u></p><p> <em>Small Construct (fire)</em></p><p><strong>Hit Dice:</strong> 1d10+10 (15 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels</p><p><strong>Armor Class:</strong> 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/–4</p><p><strong>Attack:</strong> Slam +1 melee (1d4 + 1d4 fire)</p><p><strong>Full Attack:</strong> Slam +1 melee (1d4 + 1d4 fire)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Burn (DC 12)</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., low-light vision, fire subtype</p><p><strong>Saves:</strong> Fort +0, Ref +1, Will –5</p><p><strong>Abilities:</strong> Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1[/sblock]</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 3833599, member: 4441"] [b]Caramip Raulnor Female gnome wu jen 3[/b] [b]Alignment:[/b] True Neutral [b]Deity:[/b] None [b]Region:[/b] [b]Height:[/b] 2' 11'' [b]Weight:[/b] 37lbs [b]Hair:[/b] Rusty Brown [b]Eyes:[/b] Dark Blue [b]Skin:[/b] Tanned [b]Age:[/b] 71 [b]Str:[/b] 8 (-1) [2 points, -2 racial] [b]Dex:[/b] 14 (+2) [6 points] [b]Con:[/b] 14 (+2) [4 points, +2 racial] [b]Int:[/b] 16 (+3) [10 points] [b]Wis:[/b] 12 (+1) [4 points] [b]Cha:[/b] 14 (+2) [6 points] [b]Class and Racial Abilities:[/b] +2 Con, -2 Str, Small (+1 to AC and attacks, +4 to Hide checks), Low-light vision, Weapon familiarity (gnome hooked hammer), +4 bonus to saves vs. illusions, +1 to DC of illusions, +2 bonus to Listen and Craft (alchemy) checks, Spell-like abilities ([I]speak with animals [/I](burrowing mammals) 3/day, [i]dancing lights, ghost sound,[/i] and [i]prestidigitation[/i] 3/day, DC: 13, 14 for [i]ghost sound[/i]). Proficient with all simple weapons. Arcane spells, watchful spirit (reroll initiative 1/day), bonus metamagic feat (Sudden Extend), spell secret (Extended [I]scales of the lizard[/I]), taboo (cannot cut her hair). Can cast [i]arcane mark, message[/i] and [i]comprehend langauges[/i] 1/day each due to Communicator feat. [b]Hit Dice:[/b] 3d4+6 [b]HP:[/b] 16 [b]AC:[/b] 12 (+2 Dex, +0 armor) [Touch 12, Flat-footed 10] [b]Init:[/b] +2 (+2 Dex) [b]Speed:[/b] 20ft [b]Saves:[/b] Fortitude +4 [+1 base, +2 Con, +1 vest] Reflex +4 [+1 base, +2 Dex +1 vest] Will +5 [+3 base, +1 Wis +1 vest] [b]BAB/Grapple:[/b] +1/-4 Melee Atk: -2 (1d4-1/19-20/x2/S, dagger), or -2 (1d4-1/x2/B, quarterstaff) Ranged Atk: +3 (1d4-1/19-20/x2, P, dagger) [b]Skills:[/b] Bluff +1 (0 ranks, +2 Cha, -1 Honest) Concentration +2 (0 ranks, +2 Con) Diplomacy +4 (0 ranks, +2 Cha, +2 Polite and Honest) Intimidate +0 (0 ranks, +2 Cha, -2 Polite) Knowledge (arcana) +8 (5 ranks, +3 Int) Knowledge (history) +8 (5 ranks, +3 Int) Knowledge (local) +8 (5 ranks, +3 Int) Knowledge (nature) +8 (5 ranks, +3 Int) Knowledge (religion) +8 (5 ranks, +3 Int) Listen +3 (0 ranks, +1 Wis, +2 Alertness from familiar) Sense Motive +0 (0 ranks, +1 Wis, -1 Honest) Spellcraft +10 (5 ranks, +3 Int, +2 synergy) Spot +3 (0 ranks, +1 Wis, +2 Alertness from familiar) [b]Feats:[/b] Eschew Materials (flaw bonus) Communicator [ComArc] (flaw bonus) Sudden Extend [ComArc] (1st level) Obtain Familiar [ComArc] (3rd level) [b]Flaws[/b] Noncombatant (-2 to all melee attack rolls) Murky-Eyed (double chance to miss due to concealment) [b]Traits[/b] Honest (+1 to Diplomacy, -1 to Bluff and Sense Motive) Polite (+1 to Diplomacy, -2 to Intimidate) [b]Languages:[/b] Common, Gnome, Draconic, Elven, Dwarven [b]Spells[/b] [Non-Combat] 0th - [i]detect magic x2, read magic, open/close[/i] 1st - [i]animate wood, secret signs, unseen servant[/i] 2nd - [i]ice knife x2[/i] [b]Spells[/b] [Combat] 0th - [i]detect magic x2, mage hand x2[/i] 1st - [i]animate water, animate wood, Extended scales of the lizard[/i] 2nd - [i]animate fire, ice knife[/i] [b]Spellbook[/b] 0th – [I]arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance[/I] 1st – [I]animate water [ComArc], animate wood [ComArc], comprehend languages, hail of stone [ComArc], iron scarf [ComArc], scales of the lizard [ComArc], secret signs [ComArc], unseen servant[/I] 2nd – [I]animate fire [ComArc], ice knife [ComArc][/I] [b]Quork[/b] - Raven familiar Tiny magical beast [b]Hit Die:[/b] 1d8 (8 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] 10 ft., fly 40 ft. (average) [b]Armor Class:[/b] 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 [b]Attack:[/b] Claws +4 melee (1d2-5) [b]Full Attack:[/b] Claws +4 melee (1d2-5) [b]Space/Reach:[/b] 2-1/2 ft./0 ft. [b]Special Attacks:[/b] - [b]Special Qualities:[/b] Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells [b]Saves:[/b] Fort +2, Ref +4, Will +5 [b]Abilities:[/b] Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6 [b]Skills:[/b] Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Listen +3, Spellcraft +6, Spot +5 [b]Feats:[/b] Weapon Finesse Quork is a glossy black raven that Caramip befriended two years ago. He speaks Common and has a wicked sense of humor and sarcasm. [u][b]Equipment[/b][/u] Spellbook - series of carved and inked wooden and ivory sticks bound together with a web of knotted multicolored silk cords - [i]minor resistant to energy[/i] [ComArc]- 1,120gp (5 lbs) Dagger – 2gp (1/2 lb) Quarterstaff - 0gp (2 lbs) Belt pouch 1gp - (1/8 lb) Traveler’s outfit (Free) Signet ring - 5gp Wand of [i]magic missle[/i] (1st level) - 750gp Wand of [i]burning hands[/i] - 750gp [i]Pearl of Power[/i] (1st level spell) - 1,000gp [i]Vest of resistance +1[/i] - 1,000gp Pony, bit and bridle, riding saddle, saddlebags - 46gp Backpack – 2gp (1/2 lb) ~[i]Everburning torch[/i] - 110gp (1 lb) ~4 potions of [i]cure light wounds[/i] - 200gp ~Explorer’s outfit - 10gp (2 lbs) ~Courtier's outfit with jewelry - 80gp (1-1/2 lbs) ~Bedroll - 5sp (1-1/4 lbs) ~Waterskin - 1gp (1 lb) ~Trail rations (10 days worth) - 5gp (2-1/2 lbs) ~Hair-care kit (combs, brushes, pins, etc.) - 10gp (4 lbs) [b]Money[/b] 307gp, 5sp [b]Carrying Capacity[/b] Light - 19.5 or less, Medium 39.75 or less, Heavy 60 or less Current weight - 26.875lbs, Medium load. But with backpack and all other items marked with ~ on pony, current load is 12.925 lbs, including 5 lbs of hair, a Light load. ~~~~~ [b]Appearance:[/b] Caramip presents an odd picture at first glance. Though a gnome of slight height and slender build, she gives the impression that she's far taller than that because of her hair. Wooden and ivory sticks along with silk cord hold what must be a good ten feet or more of hair piled atop her head in an elaborate spiralling pyramid that makes her appear twice or more as tall as she actually is. She walks particularly carefully, centering her weight over her feet, as obviously it's a heavy burden to bear. Other than that, she wears simple robes and leathers of rich red and golden yellow, embroidered with small letters in various languages. She sometimes carries a staff over her shoulders to allow her raven familiar to ride upon. [b]Personality:[/b] Caramip is ever questioning everyone she comes across as to what they are, how they are, who they are, why they are, where they are, how the got there, how they're going to get back, if they know where they're going next and why they're going to do it, and a thousand things other besides. What exactly she does with all this information is a mystery. Though inquisitive, she's not always patient. And her questions get sharper when she finds someone despoiling what they shouldn't. [b]Background:[/b] Caramip was found speaking to stones at a young age. Young gnomes often speak to quite a few things, considering all gnomes can talk with burrowing creatures, but very few can have the stones speak back. Taking this as a sign, Caramip's parents took her to the Elementalists to be tested. It was quickly agreed that she had an aptitude for the magic, though when asked, Caramip said, "Well, [i]I[/i] could have told you that!" Working to bring life to the inanimate, she soon found her spells centering on raising the world around her. The spirits spoke to her as she worked, channeling the power of fire and earth, and told her as a sign of her devotion, she was never to cut her hair. Obedient to the spirits as she was to few others, she obeyed. Instead of taking a spellbook of paper and leather, she instead began to scribe and carve her spells onto her hair sticks. To study her spells in the morning, Caramip combs out her lengthy hair and twins the locks around her spell sticks, piling it eventually into her hair tower. Her raven familiar Quork has been known to nest in the center of it when she lets him. She also has a tendency to stick things in her hair and forget about them, sometimes leading to surprising discoveries. Oddities aside, she is seeking further and further ways to allow the elements to speak for themselves, whether that be in battle or in words. She favors unusual spells, unusual words, and unusual solutions. She considers herself a troubleshooter for strange problems, and isn't shy about applying the quirky to the mundane. "If people can't understand the way I know nature works, that's not my problem." Just because she's interested in what people say, doesn't necessarily mean she'll take everyone's advice to heart. She can be terribly stubborn when it comes right down to it. She likes knowing everything, but sometimes she can bit a bit short-sighted when it comes down to doing something with it. [I]Stats for various animated creatures created by spells[/I] [sblock][U][B]Animated Wood[/B][/U] [I]Small Construct[/I] [B]Hit Dice:[/B] 1d10+10 (15 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels [B]Armor Class:[/B] 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/–4 [B]Attack:[/B] Slam +1 melee (1d4) [B]Full Attack:[/B] Slam +1 melee (1d4) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., low-light vision, hardness 5 [B]Saves:[/B] Fort +0, Ref +1, Will –5 [B]Abilities:[/B] Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 --------------------------------- [U][B]Animated Water[/B][/U] [I]Small Construct[/I] [B]Hit Dice:[/B] 1d10+10 (30 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/–4 [B]Attack:[/B] Slam +1 melee (1d4) [B]Full Attack:[/B] Slam +1 melee (1d4) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., low-light vision, double hit points [B]Saves:[/B] Fort +0, Ref +1, Will –5 [B]Abilities:[/B] Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 -------------------------------- [U][B]Animated Fire[/B][/U] [I]Small Construct (fire)[/I] [B]Hit Dice:[/B] 1d10+10 (15 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels [B]Armor Class:[/B] 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/–4 [B]Attack:[/B] Slam +1 melee (1d4 + 1d4 fire) [B]Full Attack:[/B] Slam +1 melee (1d4 + 1d4 fire) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Burn (DC 12) [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., low-light vision, fire subtype [B]Saves:[/B] Fort +0, Ref +1, Will –5 [B]Abilities:[/B] Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1[/sblock] [/QUOTE]
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